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authorAki <nthirtyone@gmail.com>2017-09-07 05:25:01 +0200
committerAki <nthirtyone@gmail.com>2017-09-07 05:25:01 +0200
commitb4254d4281cae95d72c5c8ae12119494d97f1802 (patch)
treef362a789b0cf7d39f6a23e54c7c0515640aea45e
parent58e6962593cadd4cfc1dd4028ce3b272814fe3f3 (diff)
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Removed tables for specific objects and replaced references with proper method calls
-rw-r--r--not/Camera.lua2
-rw-r--r--not/Hero.lua2
-rw-r--r--not/World.lua66
3 files changed, 34 insertions, 36 deletions
diff --git a/not/Camera.lua b/not/Camera.lua
index 183a323..6e07372 100644
--- a/not/Camera.lua
+++ b/not/Camera.lua
@@ -109,7 +109,7 @@ end
function Camera:follow ()
local map = self.world.map
local sum_x,sum_y,i = map.center.x, map.center.y, 1
- for k,naut in pairs(self.world.Nauts) do
+ for k,naut in pairs(self.world:getNautsAll()) do
local naut_x,naut_y = naut:getPosition()
if math.abs(naut_x - map.center.x) < map.width/2 and
math.abs(naut_y - map.center.y) < map.height/2 then
diff --git a/not/Hero.lua b/not/Hero.lua
index 93f1614..15cc667 100644
--- a/not/Hero.lua
+++ b/not/Hero.lua
@@ -27,7 +27,7 @@ function Hero:new (name, x, y, world)
Hero.load()
Hero.__super.new(self, x, y, world, imagePath)
-- Physics
- self.group = -1-#world.Nauts
+ self.group = -1-#world:getNautsAll()
self:setBodyType("dynamic")
self:setBodyFixedRotation(true)
self:newFixture()
diff --git a/not/World.lua b/not/World.lua
index 5f3ece2..45a5031 100644
--- a/not/World.lua
+++ b/not/World.lua
@@ -18,14 +18,7 @@ function World:new (map, nauts)
self.world = love.physics.newWorld(0, 9.81*64, true)
self.world:setCallbacks(self.beginContact, self.endContact)
- -- TODO: Move all entities into single table.
self.lastNaut = false
- self.Nauts = {}
- self.Platforms = {}
- self.Clouds = {}
- self.Effects = {}
- self.Decorations = {}
- self.Rays = {}
-- TODO: Clean layering. This is prototype. Seriously don't use it in production.
self.entities = {}
@@ -52,11 +45,8 @@ end
-- The end of the world
function World:delete ()
- for _,platform in pairs(self.Platforms) do
- platform:delete()
- end
- for _,naut in pairs(self.Nauts) do
- naut:delete()
+ for _,entity in pairs(self.entities) do
+ entity:delete()
end
self.world:destroy()
end
@@ -106,35 +96,30 @@ end
-- TODO: Standardize `create*` methods with corresponding constructors. Pay attention to both params' order and names.
function World:createPlatform (x, y, polygon, sprite, animations)
local p = Platform(animations, polygon, x, y, self, sprite)
- table.insert(self.Platforms, p)
table.insert(self.entities, p)
return p
end
function World:createNaut (x, y, name)
local naut = Player(name, x, y, self)
- table.insert(self.Nauts, naut)
table.insert(self.entities, naut)
return naut
end
function World:createDecoration (x, y, sprite)
local deco = Decoration(x, y, self, sprite)
- table.insert(self.Decorations, deco)
table.insert(self.entities, deco)
return deco
end
function World:createEffect (name, x, y)
local e = Effect(name, x, y, self)
- table.insert(self.Effects, e)
table.insert(self.entities, e)
return e
end
function World:createRay (naut)
local r = Ray(naut, self)
- table.insert(self.Rays, r)
table.insert(self.entities, r)
return r
end
@@ -142,40 +127,53 @@ end
-- TODO: Sprites' in general don't take actual Image in constructor. That is not only case of Decoration.
-- TODO: Once entities are stored inside single table create single `insertEntity` method for World.
function World:insertCloud (cloud)
- table.insert(self.Clouds, cloud)
table.insert(self.entities, cloud)
return cloud
end
function World:getCloudsCount ()
- return #self.Clouds
+ local count = 0
+ for i,entity in ipairs(self.entities) do
+ if entity:is(Cloud) then
+ count = count + 1
+ end
+ end
+ return count
+end
+
+function World:getNautsAll ()
+ local nauts = {}
+ for i,entity in ipairs(self.entities) do
+ if entity:is(require("not.Hero")) then
+ table.insert(nauts, entity)
+ end
+ end
+ return nauts
end
--- get Nauts functions
--- more than -1 lives
function World:getNautsPlayable ()
local nauts = {}
- for _,naut in pairs(self.Nauts) do
- if naut.lives > -1 then
- table.insert(nauts, naut)
+ for i,entity in ipairs(self.entities) do
+ if entity:is(require("not.Hero")) then
+ if entity.lives > -1 then
+ table.insert(nauts, entity)
+ end
end
end
return nauts
end
--- are alive
+
function World:getNautsAlive ()
local nauts = {}
- for _,naut in self.Nauts do
- if naut.isAlive then
- table.insert(nauts, naut)
+ for i,entity in ipairs(self.entities) do
+ if entity:is(require("not.Hero")) then
+ if entity.isAlive then
+ table.insert(nauts, entity)
+ end
end
end
return nauts
end
--- all of them
-function World:getNautsAll ()
- return self.Nauts
-end
-- get Map name
function World:getMapName ()
@@ -280,11 +278,11 @@ function World:draw ()
love.graphics.line(x1,y1,x2,y2)
end
- for _,naut in pairs(self.Nauts) do
+ for _,naut in pairs(self:getNautsAlive()) do
naut:drawTag(offset_x, offset_y, scale)
end
- for _,naut in pairs(self.Nauts) do
+ for _,naut in pairs(self:getNautsAll()) do
-- I have no idea where to place them T_T
-- let's do: bottom-left, bottom-right, top-left, top-right
local w, h = love.graphics.getWidth()/scale, love.graphics.getHeight()/scale